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Confinement 512

   (23 reviews)
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About This File

Similar to Congestion 384/64, and Claustrophobia 1024/2, Confinement512 offers 7 new maps fit into a 512x512 area. Except, this time, NOTHING the player sees can be outside the area. Play WITHOUT jump, nor crouching.

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This is also my debut release on Doomworld and my second singleplayer release! Enjoy~

--BloodyAcid


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CapnClever

  

Playability notes: The mapset appears to have been tested only in ZDoom, so use that (or ZDoom-derived). Pistol starts are recommended.

 

Confinement 512 has a number of fun encounters and difficult matchups, but lacks the refinement to do so over its entire length. Veterans will immediately note some missing textures and odd handling of monsters under the floor, laying bare the inexperience of the mapper during this creation, though it doesn't significantly impact the gameplay. Aside from one or two major stumbling blocks, however, I consider this a good first attempt and it shows considerable thought put into the set's progression.

 

Much like the binary-powered iterations before it, the limitation of this mapset is to only allow the player to move within a 512x512 square, a mere quarter the size of more typical 1024 projects. This tends towards very small arenas  in which fights can take place, but with the right mindset it can be to the mapper's advantage. For example, a map can focus the player into one or two well-designed encounters instead of drawing itself out with numerous mediocre ones. Such appears to be the philosophy behind these maps.

 

The first four of seven maps are quite amusing, with the player bombarded at every turn. Even barons manage to become semi-interesting at such close range! Maneuvering against various enemies is a challenge unto itself, and yet there's still plenty of action through the progression of a map. Skipping a bit, the sixth map is very rough in its start, but with a few attempts you learn how to play along and it ends up an exhilarating choice of combat.

 

The biggest issues here are the fifth and seventh maps, for very different reasons. MAP05 is simply too constrained: there's basically one streamlined approach and it ultimately depends on luck. (I'd like to think it was me simply not learning the level well enough, but it's a really awkward map regardless.) MAP07, on the other hand, tries Dead Simple and, while the first half is actually a decent fight, the teleporting of Arachnotrons is completely trivialized (keep in mind this is ZDoom, and berserk fist is quite manageable against large opponents).

 

It's a small set, and its amateur placements are refreshing under the self-imposed conditions. My recommendation: try to get through it all, but feel free to skip MAP05 if its challenge isn't to your liking.

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Guest

Unknown date

  
i was enjoying it up until map05. 0 stars for map05

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Exdustrial

Unknown date

  
I can appreciate any WAD where I get skullfucked on the first map on ITYTD.

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Guest

Unknown date

  
Didn't think it was bad considering the concept!

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Guest

Unknown date

  
Meh.

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Guest

Unknown date

  
After 3 steps I felt into some hole and I stuck in there. That was the end of playing this maps for me.

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Guest

Unknown date

  
Nah, they're just merely OK, I think 512x512 maps have not enough fun for me...idea not shitty but these maps just not avoidably shitty. Too easy get killed when the way too cramp due so many monsters spawned. Stuck at Map06 because the block sector didn't lower to make the exit switch appears for some reasons, maybe I press both switches too fast? Map05 just sucks ass. 2/5 -playerlin

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Guest

Unknown date

  
@first reviewer Bug off, will you? It's been established and dealt with that the review was terribly written (64 lemons), and there is no real reason for you to bring it here to just to whine about it. Because of those few lines, you'll now haunt my every move from now on? Sheesh. Also, every map is completable on UV with 1 life, just like all the 'slaughtermaps' I sucked at. -Acid

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Guest

Unknown date

  
don't run under prboom plus because of missing textures should be in the zdoom only part

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Guest

Unknown date

  
Funny that the author complains about slaughtermaps, than essentially makes a wad that consists mostly of slaughtermaps. In map 06 for example, you are in a small crevice against a large horde of imps with nothing to defend yourself but a berserk pack. In map 7, you start surrounded by four mancubi, and since they take up so much space there is no cover to get behind.

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Guest

Unknown date

  
I just found this annoying to play an uninventive in design. To add insult to injury, it uses flats as textures, textures as flats and non-vanilla line types and sectors, so the "any limit removing" note in the text file about the required engine is wrong.

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Guest

Unknown date

  
I like the concept of this, and simillar mapsets of x by x . It's a challenge, i'd give it 5 but this was way too hard and difficulty should of been less

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Guest

Unknown date

  
Interesting concept, as I like to see x by x maps. However, the difficulty is questionable, especially in map 5 (the one where you're in a hellish cave), and you're assaulted by a ton of Revenants, a few Knights, a Baron, three Arch-Viles, a Pain Elemental...it's over-the-top. With some polishing, this could turn out to be decent.

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Guest

Unknown date

  
It's OK - another take on an established idea, but not the greatest ever. 512 is perhaps too limited already to really put much into these maps; for the most part, they just feel cramped. Whereas the 1024 maps didn't make it obvious that they were of limited size, these very much remind you of the fact at every second. 2.5/5 - ZZ

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Guest

Unknown date

  
I really enjoyed this wad, definitely worth playing although no real replay value. Worth a download.

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  • File Reviews

    • By P41R47 · Posted
      I actually used this files MORDETHfb97-dsf but its the same wad with lumps properly organized.    Simply... WOW!!!   Love it from start! I really like exploratory maps with clever puzzles and secrets and pretty good encounters. The maps are neat, detailed, have a really good atmosphere and great architecture. The resources are used in a way that one can't ignore; its just really organic and nothing standouts as unfitting. Perfect texture work, indeed. (Don't know why, but while playing it, Suspended in Dusk by Espi comes to my mind... maybe some of the texture usage remind me of that amazing work).
      The dehacked monsters are good and interesting alternatives.
      I love the fog effect and how it dissapeard when you are near and then appeard again when you look at it from afar. If this was the demo, and after seeing some juicy screenshots, i just can drool dreaming about this long awaited mapset finally being released.

      Thanks MORDETH for this demo, its something really inspiring.
      I doesn't care to wait another twenty years to finally play the complete version ;)
       
    • By aargh · Posted
      Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
      Played with Meatgrinder mod.
    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
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